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Arkham Horror: The Curse of the Dark Pharaoh Expansion (Revised Edition) » Forums » General
Revised vs. Original: what I replaced and what I kept, and why.
I'm being asked how I handled the addition of the new Curse of the Dark Pharaoh expansion: did I completely replace the new stuff? Well, no. In some cases the old card did it better.

So here is a list of what, exactly, I replaced, and why.
For quick reference, I'll be using gold for when I used the old version, and blue for when I used the new version.



Exhibit Items

Book of Anubis
Both versions are identical.

Chime of Ra
The old one was awkward as a weapon. This one's less goofy.

Eye of Light and Darkness
The old one was an overpowered version of Voice of Ra. This one is one-time use but more potent.

The five Masks
I appreciate what the old ones were trying to do, but they were awkward to use and were useless in most cases. It's arguable that the revised Mask of Vice is overpowered, but in my experience I've been too busy getting murdered to abuse it.

Three Elder Sign Parchment Fragments
These spread the abilities of the original across three different items, so it adds intrigue. And though the original Parchment has its own drawback to counter its overall strength, as jgt pointed out, it's thematically stupid to have one shredded parchment and one intact one.

Pentagram of Blood
The old one was weak and was never used. This new one is much better.

Scales of Thoth
I liked the old one, but let's face it: it was ironically unbalanced. The new one is much more interesting.

Spirit Vessel
Both versions are identical.

Summoning Glass
Both versions are identical.

Tablet of Bast
I don't personally think the new one is better; just different. But, out with the old...



Exhibit Encounter Cards
These are present only in the new version. They take nothing away from the game and help counter dilution.



Spells

Astral Travel
The modifier and sanity cost were switched. I personally don't see the reasoning, but when in doubt, use the revised version.

Denying the Ancient One
The old version's ability varied wildly with Ancient Ones—it was even completely useless against some Ancient Ones. And you need to be careful when applying the spell's ability (you still cannot claim spawn monsters, for example). And occasionally, confusing situations came up (do Hastur's worshipers lose the ability to escape the sky?) But it was thematically better, and at least you know when it's useful.

Feeding the Mind
It's both more useful because you're not limited by your successes, and not exploitable because you can't go above 3. But beware when you're up against Ithaqua: Vincent Lee (or even Lily Chen) with the auto-cast skill (Ancient Language) can hold Hastur at bay indefinitely, with both versions of the spell. Luckily, Ancient Language comes in the same expansion as Epic Battle, so hopefully you'll be using that.

Markings of Isis
Hear me out on this one. I liked that you needed to commit a hand to the spell so that you only had one hand available for the first combat check. It was a great tradeoff for being able to max out your fight and still have a decent chance of passing the horror check. Plus, if it's anything like Mists of Releh, if you fail to cast the spell, you still get a chance to pass the horror check normally. Taking away the hand limit makes this spell too powerful.

Plague of Locusts
The old one was charming, but this one's much better. 2 sanity cost is appropriate for what is essentially a way to nuke a troublesome monster from a distance. Plus, one of the other revised cards that we'll see later (Shroud of Shadow) has the -1 toughness angle covered.

Premonition
Both versions are identical.

Revelation of Script
Despite the fact that we have items that offer bonuses to a base check without also augmenting the special check, except for Lore/Spell, the original was too exploitable. Being able to cast the spell in a reactionary measure to get a +3 to the check was too strong. It should have cost one sanity, at least. Additionally, the only AO who attacked Lore was Nyarlathotep, after whom this expansion was crafted. This means that the only AO this spell works against is the only one it truly shouldn't.

Shroud of Shadow
I liked the old one, because it allowed you to decide how important your sanity was versus how important the Sneak check was. However, arrival of the Crystal of the Elder Things complicated the issue. This new version acts as a meaningful stand-in for the old Plague of Locusts. You're using the shroud to disguise your approach, rather than to cover your escape. I never noticed this before I had to choose which version to keep, but the terrified woman in the picture is actually holding a gun. So the "attack" interpretation isn't absurd.



Allies

All new allies
Prior to this version of Dark Pharaoh, if you were to add up the skill bonuses offered by every ally, you'd see that there was an almost perfect balance to the six base stats. I say "almost" because William Bain offered one extra bonus to Speed and Luck. I mostly ignored this because Bain is relatively difficult to get as an ally, but it bugged me slightly.

Meanwhile, the old versions of the allies were deemed way too strong. It was a good theory that when adding a bonus to "special"-only checks, the bonus should be larger because the base stat isn't affected. But special checks are some of the most controlled checks—you chase down monsters and cast spells all the time. So they wound up being too powerful.

The revised versions of the allies boiled two of them down to adding +1 to the related base stat (Packard gives +1 Fight, +1 Sneak). The result? Now William Bain has been adequately balanced. Nice. Three of the other allies now give +2 to the special check (+3 would have been better to compensate for not adding to the base though). Note that nobody adds to Combat, but that's more than made up for with all the existing weapons and attack spells. This leaves Sarah Danforth, who wasn't changed at all, and The Messenger, who is a bundle of PENALTIES! But, for those of you who do not know, he is a mask of Nyarlathotep, so this is fitting. Plus, the new version circumvents all awkward "discard to avoid devouring" issues, such as Yog-Sothoth and Lost in Time and Space, and certain final combat effects.



Barred from Neighborhood
Removed because the new Patrol mechanic better implements this concept.



Benefits and Detriments

All four benefits
The new benefits are generally more useful, and all of them give you a bonus up front, which is neat.

All four detriments
Likewise, the new detriments are more interesting, and impose an immediate penalty. Though, it should be noted that the Harried card can be used to pull monsters off of expansion boards so that they don't hit vortexes, and the Local Guide card can be easily remedied with a Bank Loan. These questionable loopholes are cause to consider dropping them for the old versions.



Arkham Location cards
In nearly all cases, I used the new cards, except for the following notes:

Southside
There's a Boarding House encounter where you ambush several monsters. The new version is better balanced, but it's sad to see that the thematic text on the 3+ success entry was removed.

French Hill
There is one encounter at the Witch House where you specifically encounter a Hound of Tindalos. This is much more thematic than just using a random monster with physical immunity. A lot of people don't like the "search the cup for this specific monster" encounters, but it's not hard to find Hounds of Tindalos since green monsters stand out.

Also, take note that the Silver Twilight encounter where "the lights go out; you hear chanting" did not add the penalty to option 3!

Rivertown
Left in the Black Cave encounter that references the old Surprise mechanic. I liked Surprise.

Uptown
As a side note, it's worth mentioning that there's a Woods encounter that has changed an occurrence of the word "nauseous" to the correct, "nauseated."

Miskatonic University
Like with the Hound of Tindalos, I left in the encounter that has you search the cup for a Mi-Go. Reading the stats off the card is annoying.

Downtown
There is an Independence Square encounter where a monster used to Surprise you and you could be Barred. Updating the Barred mechanic to Patrol is more important than holding on to Surprise so I went with the newer version here.

Merchant District
The Unvisited Isle encounter with the prayer plaque now says to draw spells equal to your focus (maximum 3). I assume that this was clarified on behalf of Wilson Richards, but since he's been clarified to have a focus of 4, this isn't necessary. In fact, limiting the draw to 3 makes his focus even more meaningless. What if he has Sarah Danforth as an ally? He can't draw five spells? That's silly. I left in the old version. There are two other revised town encounters (in Northside and Downtown) that say "maximum 3" but they have been included because they also feature the patrol mechanic.

The Unnameable encounter where you obtained Ali Kafour used to go into details about his theology research but now simply says "share his theories on ancient beliefs" which is more bland. I hope FFG wasn't afraid they were offending somebody by simply including the term "Native American" in the original.



Gate cards
Again, in almost all cases, the new version of the card has been used, because they were identical or improved. Below are exceptions and other footnotes:

Yellow: City of the Great Race / R'lyeh
The old City encounter used Surprise.

Yellow: R'lyeh / Yuggoth
The old R'lyeh and Other encounters used Surprise.

Green: City of the Great Race / Plateau of Leng
The Other encounter limited your clue gain to a max of 4 (again, a Focus issue).

Blue: Abyss / The Dreamlands
The old Dreamlands encounter used Surprise.

Blue: Celeano / The Dreamlands
The old Celeano and Dreamlands encounters used Surprise.

Blue: The Dreamlands / Yuggoth
The old Dreamlands encounter used Surprise.

Dual-color cards
First, note that the revised rules do not mention dual-color gate cards. Specifically, you're supposed to apply the card when you match either color, and not both. But that's beside the point. I included all three cards, but also I've pasted over the old yellow/blue card with one that makes you encounter Hastur when you're in Lost Carcosa. I have four dual-color cards! Nice.



Mythos cards
As with Gate and Location cards, the Mythos cards have been almost unversally replaced with the revised versions. Below are the exceptions and other notes.

Clothing Drive
I liked the brutality of the old one; that you had to deal with Mummies in every street you entered. That said, the revised version actually has the Mummy stats printed on it so that you don't have to locate a Zombie, which is nice.

Corpses Preserved
The old version said the trophies Surprise you. The new one predictably changes this to "the monster has Ambush." However, they did not remove the original text that says that the trophy "escapes" when you flee. But if the monster has Ambush, you should not be able to flee--only evade! The term "flee" is specifically used to leave combat, rather than to avoid it.

Cursed Relics
The new version is used (because it's better with regards to Exhibit items), but it should be noted that the revised card was not clarified to say that when you "negate" the rumor effect, the doom token is returned to the supply and not to the Mythos card. A literal reading seems to imply that the doom token returns to the rumor card, which has caused confusion in the past.

Escape From Arkham Asylum
I never really minded searching the bag for the three Maniacs, but I know it bugged a lot of people. In any case, this new version was a well-thought-out replacement.

Murderer at Large; Victims' Brains Missing
Okay. The original version used to say "Victims of a string of murders are left as desiccated corpses..." This new version changed it to "desecrated!" I suppose that the person editing the card was unfamiliar with the term "desiccated" and thought that it was a misspelling. However, "desiccated" actually means "preserved by thorough drying." Like mummies! The older version, thanks to one word, is much more thematically sound, so it has been left in. It's a shame.

Museum Artifacts Stolen
Another focus-driven card; the old version doesn't impose a limit on the number you draw.

Museum Haunted
Same situation as "Escape from Arkham Asylum." Though I didn't mind the old version, this version is mechanically superior while still being thematically appropriate.

River Breaches the Levees
The card is identical to the old one, which means that it still doesn't specify whether or not unclaimed Exhibits remain when the environment is replaced. For what it's worth, I play that they are discarded.


Ancient Whispers and Patrol
A vastly improved version of "Barred from the Neighborhood" and a brand new type of encounter that keeps Exhibits from being diluted with multiple expansions in play. Of course, these are kept in.
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Kenneth H
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Thanks for this, Tibs. I just got the expansion, and was going to get started making replacements. I know I'll differ from you on several counts, but it's good to have a guide from someone who really cares about this game.

Specifically, here's what I like:

I think all of the spells got a major upgrade, and I'll be using most of the new ones. I'll probably not use either type of Denying the Ancient One, and I might keep in a copy or two of the old Revelation of Script and Shroud of Shadow.

The new exhibit items are pretty cool, and seem more useful overall. I like your idea to keep a Parchment of the Elder Sign in - as long as one of them isn't worn enough to be recognized on sight...

I liked Visions. I can see that the new card has some good applications, but I enjoyed pitching spells for Clue tokens. I might keep both around and randomly assign one when you're told to draw Visions. The new versions of the rest of them are fine for me.

I liked surprise as well - it is not the same thing if the God of the Bloody Tongue ambushes you. I'll probably make a case-by-case judgment for myself on those.

Finally, I will certainly be using the old version of Clothing Drive. The rest of the Mythos cards aren't a big deal to me, but Clothing Drive is one of my favorites.
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Flamethrower49 wrote:
I'll be using most of the new ones. I'll probably not use either type of Denying the Ancient One, and I might keep in a copy or two of the old Revelation of Script and Shroud of Shadow.

I thought about doing that actually, specifically with those spells. But then it occurred to me that I effectively have to re-learn most of these spells, and having two different spells with the same name would become confusing.

Plus, I have a custom tome that, when read, allows you to search the deck for Denying the Ancient One. If I had two kinds, which one would you take?

Quote:
The new exhibit items are pretty cool, and seem more useful overall. I like your idea to keep a Parchment of the Elder Sign in - as long as one of them isn't worn enough to be recognized on sight...

Luckily, my exhibits aren't very worn because they were so rarely acquired. MY parchment card is slightly larger than the rest, so I try not to keep the stack a little messy on purpose.

Quote:
I liked Visions. I can see that the new card has some good applications, but I enjoyed pitching spells for Clue tokens. I might keep both around and randomly assign one when you're told to draw Visions. The new versions of the rest of them are fine for me.

Yes, Private Investigator became excellent. As much as I like "crunching" spells for clues, it kind of didn't make sense thematically. The new version is a bit of a stretch thematically, but the "bonus up front" abilities were good ideas.

Quote:
I liked surprise as well - it is not the same thing if the God of the Bloody Tongue ambushes you. I'll probably make a case-by-case judgment for myself on those.

You'll see that, above, I retained every instance of surprise, except for one where the new card also had a patrol token instead of "barred." Clearly, that took precedence.

Quote:
Finally, I will certainly be using the old version of Clothing Drive. The rest of the Mythos cards aren't a big deal to me, but Clothing Drive is one of my favorites.

Ha HA! It is ANNOYING! But it wouldn't be Dark Pharaoh without it!
Nothing like the three "dreaded" environment cards:

Clothing Drive
Mirage of Lakes
No One Can Help You Now

Good times.
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Adam Mitchell
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kungfro wrote:

Ha HA! It is ANNOYING! But it wouldn't be Dark Pharaoh without it!
Nothing like the three "dreaded" environment cards:

Clothing Drive
Mirage of Lakes
No One Can Help You Now

Good times.


Don't forget to add Snow Drifts to that list!
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Hmm, haven't gotten that one yet.

http://www.arkhamhorrorwiki.com/Snow_Drifts

Ack! Yep, this one's definitely deserving!
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Kenneth H
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For those of you who want a slightly different opinion, here is what I did with my decks.

Exhibit items

I took the new exhibit item deck exactly as is. I wanted to add a Parchment of the Elder Sign from the old edition, but it turns out that it is about 1 millimeter larger on each side. If I could find a precise way to cut one down, I might use it, but as is, it really bothered me, so it didn't happen.

Spells

After much deliberation, I added in all of the new spells, taking out all copies of the old ones, save for a single copy of the old Revelation of Script. Overall, these spells are a fine upgrade, and should be more fun. I'm still looking at Denying the Ancient One with a critical eye, however. I guess I'll see if the new one actually does anything before passing judgment.

Allies

I took all of the new Allies. I figure I'll play a while and see if I want to sub out the Messenger for the mechanically far superior older version. Odds are I will want to, but I won't, because I enjoy punishing my investigators.

Benefits and Detriments

Though it kills me to take away the old version of Visions, I will try to use all of the new ones for at least a time.

Arkham Location Cards

Overall, I made many of the same changes, for the same reasons as Tibs did. I like surprise, and I don't see a problem with letting Wilson or someone with a focus boost get extra stuff. Here are some interesting notes on some Arkham locations.

Miskatonic University: I chose the updated encounter for the Mi-go encounter in the Science Building, as the formatting didn't bother me.

Rivertown: The General Store "Mail Order!" encounter was updated to make sense and be reasonable.

Southside: The Ma's Boarding House "bigger the boarder, the bigger the lunch" was changed to heal damage now instead of prevent it later. I wonder what design stance that was changed to reflect.

French Hill: The Inner Chamber encounter with the gorgeous youth is now much better - you get clues! I used the updated version of the Witch House encounter with the angles where you encounter a monster with Physical Immunity. A Hound of Tindalos is much more thematic, true, but I have an eye towards inflicting all sorts of physical immune nastiness on my investigators.

Merchant District: As Tibs did, I left in the old Ali Kafour encounter. It's much more descriptive.

Northside: I'm very glad to see they fixed the Newspaper encounter that gave you "$1 or 2 Clue tokens for each point of monster trophy toughness." We've had that encounter a couple times... It's a little imbalancing if you play it as written. It was changed to the much more reasonable $2 or 1 Clue token.

Downtown: I note curiously that the revised edition of the Independence Square encounter with the well-dressed gentleman leaves off the line about the boy being found dead. That line was always interesting - it came with no rules effect, just a "let that sit on your conscience" kind of tone that amused me.

Gates

I made the same switches as Tibs, with these two additional ones.

The Green Celeano/Dreamlands card and the Yellow Dreamlands/R'lyeh card both contained encounters that allow you to gain temporary allies. They were changed to give extra chances at the benefits and detriments. While we find it exciting to draw benefits and detriments, we've always found it much more exciting to get allies, even for a limited time. The old encounters remain in our deck.

Mythos

Same changes as Tibs, for the same reasons.

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Marc Mistiaen
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Flamethrower49 wrote:
it turns out that it is about 1 millimeter larger on each side. If I could find a precise way to cut one down, I might use it

It wouldn't really work because of the necessity to round the corners, though. It is a common FFG problem mixing expansions with base games. The only real solution is to sleeve the cards, which works alright.
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Bob T
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Minh Thi Phan's ability could counter The Messenger; she gets +1 with an Ally, which negates the Messenger's -1 penalty....

Of course it's not all that easy to get Devoured unless you don't want to.
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As it turns out, I've taken out what few bits of Original Dark Pharaoh that I had "adopted" into the Base Game in favor of bringing the ENTIRE Revised Expansion back into the fold! Ancient Whispers and Patrols are so much more FANTASTIC than Barred was ever ridiculously wretched. The Exhibits feel less prone to succumbing to mediocrity (new Masks ROCK!) and the Benefits/Detriments have stabilized their habitual "overuse" with a common sense and theme not seen previously. And THEME! I got that Egyptian Doom theme back in my games! Ahhhh, it was like welcoming back an old friend I had to let go for abusive drug use, who finally dried out and got his act together; now we're just getting to know each other again.

Having washed my paws of all things Old Dark Pharaoh, I find I comfortably disagree with anything Tibs kept. "Comfortable" meaning, while I understand (and can even appreciate) why he kept what he did, I simply don't share his desire to keep it around. (I'm much more okay with that than some of the other wacky issues with which we disagree.)

I kinda would have liked to have kept the Parchment of the Elder Sign, but having it torn into three pieces makes it feel like there was ONLY ONE Parchment relic, and time and fate have shredded it. It felt a bit anti-climactic to have, "Oh, so you got the busted one. Mine's perfectly intact, ha ha!"

The new Denying the Ancient One is SO much better than the old one because I still play with people who fear the Madness/Injury deck. This new version has already seen more use than the old one ever did.

I prefer the new symmetry between the Markings of Isis and the Mists of Releh. Where Tibs sees an extra dilemma/challenge in using a hand, I merely see a Spell forgotten for other more guaranteed uses of that hand. Markings of Isis is too good to be ignored for that.

The Messenger is the only thing I agree with Tibs on, but I find I can't tolerate the old one's asymmetrical bonuses, I kinda like a Ally that's more like "that friend of a friend you wish you could get rid of", and I recently gleefully sacrificed him to end a Rumor, so I'm gonna ride the new one out for a while longer.

I don't like digging around in my Cup for specific monsters. It "bugs" me.

I never liked Surprise. One should ALWAYS have the chance to avoid Combat, because that's what having a lousy Sneak is for.

I like that the "Focus" driven encounters are now fixed on the card instead of constantly having to say "Wilson's a 4! Wilson's a 4!" Now Wilson can be INFINITY "as printed", and restricted by the card, which just makes Wilson cool. (Only time it matters now is against Yibb.)

The new Clothing Drive is still brutal enough without being a DRAG ON GAME MOMENTUM. I've always hated "phantom" monsters on the board (which is why NO OTHER EXPANSION does it!), but more than one in a turn is just ludicrous. Any masochist who wants to keep it, fine, but I'm GLAD it's been "normalized".

I find it rather sad that someone may not be aware that "dessicated" is a word. It's like every time I cry when I have to type, "No, you're INANE for thinking I called you INSANE!" And don't get me started on "mastication".

Good list, Tibs. For whatever our rationales for whichever card, I'm just absolutely thrilled that we're both happy about Dark Pharaoh now. cool
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jgt7771 wrote:
I kinda would have liked to have kept the Parchment of the Elder Sign, but having it torn into three pieces makes it feel like there was ONLY ONE Parchment relic, and time and fate have shredded it. It felt a bit anti-climactic to have, "Oh, so you got the busted one. Mine's perfectly intact, ha ha!"


Good point. I think I'll pull out the whole one then.
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I also decided to use the revised Messenger instead. He may be a burden, but is IS a mask of Nyarlathotep, after all. Plus his ability produces fewer awkward rules situations.
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Lyn Lee Fox
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jgt7771 wrote:
...and the Benefits/Detriments have stabilized their habitual "overuse" with a common sense and theme not seen previously.
I'd agree when it comes to most of the benefits and detriments. However, the old Wanted is more thematic than the new one. I can see some theme in how the new one works, and I like the theme of the idea of fleeing to the streets when you become wanted. But the new one does nothing to increase the odds of getting arrested. How is that being "Wanted"? That makes no sense.


Also, I'll likely be sticking with the old Local Guide. For one thing, I think the old one creates a much more memorable game experience. I certainly remember all the times I've seen it come out. The new one is likely to largely be a non-issue, and easy to get rid of if it is. How you get rid of the new one can easily lead to completely unthematic bizarre situations:
Arkham Horror rules, Page 23 wrote:
TRADING EQUIPMENT
An investigator in the same street area, Other World area, or location as another investigator may trade money, Common Items, Unique Items, and Spells. This may be done before, during, or after movement, but not during combat.
This means that during movement, an Investigator with the Local Guide card can merely meet up with another Investigator, and as long as the two of them have enough money to get the total of $10, the money could be passed to the Local Guide holder just long enough to get rid of it, then immediately returned before the Investigator continues on there way. It wouldn't even require ending movement on the same space or anything, just passing by. And of course, there is also the option of taking out a bank loan and immediately paying it back. I mean, what? Is this person that's following you afraid of large sums of money? It makes no sense.

Other notes on benefits and detriments:
I'm a bit bothered by the power jump of the new Private Investigator. It essentially means no one in Arkham can be delayed unless it happens to more than one investigator in the same round. I mean... wow. However, I will be using this 'cause the old one isn't compatible with the switch from barred to patrols.

For Harried, I always misread the old one as 'Hurried' which is thematically appropriate for what it does. But that's not what it's called, so I will be using the new one which is much more appropriate for its name. However, I would note that in some cases how the new one works would -not- be a detriment, especially if Wendy Adams gets it.
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foxx wrote:
The old Wanted is more thematic than the new one.

Yes, it definitely is. But it triggers so rarely that, in the 5½ years I've had old Dark Pharaoh, I might have been booted out maybe once, but then passed the Will check. That's boring. At least the new one takes effect immediately.
Quote:
How is that being "Wanted"? That makes no sense.

The best I can say is that you're more careful when snooping around town. Perhaps when you get arrested for other reasons the cops look at you and say, "oh yeah, we were lookin for you!"

Quote:
Also, I'll likely be sticking with the old Local Guide. For one thing, I think the old one creates a much more memorable game experience. I certainly remember all the times I've seen it come out. The new one is likely to largely be a non-issue, and easy to get rid of if it is.

Also true. The old one is definitely more memorable. I'm keeping the new one because if I have one that says "discard when insane," I feel the need to include the "discard when unconscious" one (Tainted) and I prefer the new Tainted to the old Local Guide. Plus, you could set yourself up to go insane or unconscious on purpose to lose these cards if the situation suits you. $10 is easy to get... sometimes. So long as you have investigators who are nearby and can get to you, and can spare the time to do so. There's also the Bank of course. At least you won't be stuck with someone who has so little speed that they can't move.
Quote:
I mean, what? Is this person that's following you afraid of large sums of money? It makes no sense.

I assume that the money you have doubles as your tour guide fee, implying that you've been paid conveniently at the moment that something else gives you money.

Quote:
I'm a bit bothered by the power jump of the new Private Investigator. It essentially means no one in Arkham can be delayed unless it happens to more than one investigator in the same round. I mean... wow.

Yes, it is powerful. I have changed my starting item variant so that Joe always starts with it, but he has to start with fewer clues and money to offset the change and he doesn't get the 3 clues from receiving the card. Still useful though.
Quote:
However, I will be using this 'cause the old one isn't compatible with the switch from barred to patrols.

You could just switch the wording. Really, they're effectively interchangeable.

Quote:
For Harried, I always misread the old one as 'Hurried' which is thematically appropriate for what it does. But that's not what it's called, so I will be using the new one which is much more appropriate for its name. However, I would note that in some cases how the new one works would -not- be a detriment, especially if Wendy Adams gets it.

Yes, I've already found out that it's a great way to pull things out of Dunwich and Innsmouth that would otherwise be threatening to enter a vortex. That was a bit of an oversight: should have been clarified to pull monsters from the same town you were in.
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Lyn Lee Fox
United States
Seattle
Washington
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Wanted
You are right that the old one does kind of lack punch. And like I said, I do like some of the flavor in how the new one works. But I think it should in some form give you a chance to get arrested.

I do notice a potential problem with the new Wanted though:
Lets say you are playing a solo investigator (something I do from time to time), and you don't have any money (which is not an uncommon condition). If you happen to get an encounter that gives you Wanted and your character is one of the many characters that have max speed of 3, you'll be stuck completely unable to move. Keep in mind that the new Wanted moves you to the street, so you couldn't even hope for an encounter to save you. That's pretty much a game ender.


Harried
With Wendy (who auto-evades while in the street) it'd make it so easily abused that players would almost have to go out of their way to not to.
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Tibs
United States
Amherst
Massachusetts
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You probably know what I'm going to say, but... don't play with a solo investigator. That's the easiest way to ruin the game.
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"Wretched Hive of Scum & Villainy? That's My House Mr!"
United Kingdom
Scarborough
North Yorkshire
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This is just the information I needed- I didn't think this had anything new but the box art and herald. Now I know there's enough revised stuff to be worth me getting! Thanks for the post! goo
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Miikka Sohlman
Finland
Lahti
Outside USA
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I live in the city of Gulf, on the shores of Lake Water. This fun fact has nothing to do with this badge you're pointing at.
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kungfro wrote:
Murderer at Large; Victims' Brains Missing
Okay. The original version used to say "Victims of a string of murders are left as desiccated corpses..." This new version changed it to "desecrated!" I suppose that the person editing the card was unfamiliar with the term "desiccated" and thought that it was a misspelling. However, "desiccated" actually means "preserved by thorough drying." Like mummies! The older version, thanks to one word, is much more thematically sound, so it has been left in. It's a shame.


I just bought this revised edition and my card says desiccated, not desecrated. I wonder if they fixed it in between printings or something...
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Unsolvable Riddle
Germany
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Quick question since I just got the revised edition and never had the old one. In the old one there's a "just visiting" variant just like in KiY. I take it revised and original are similar enough so that I can use those rules from the old rulebook (found that on the arkham wiki)?

Any reason why it is not in the revised rules?
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Tibs
United States
Amherst
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No idea. Probably the same reason they don't have rules for how to use the dual-colored gates: they forgot or ran out of room.
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